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DotP2013 OFFICIAL CARDS Bug Fixes (last update 13/8/2013)
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Re: DotP2013 OFFICIAL CARDS Bug Fixes (last update 23/02/201
by plant2 » 24 Mar 2013, 22:59
Thanks for the prompt reply. Doesn't seem to be that many on Steam who use the mods, so if I want a guaranteed game I usually have to play with normal decks against non-mod players.
But for reference, in my deck manager it now shows the serra ascendant in the original form. Is this correct or has something weird happened?
But for reference, in my deck manager it now shows the serra ascendant in the original form. Is this correct or has something weird happened?
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Re: DotP2013 OFFICIAL CARDS Bug Fixes (last update 23/02/201
by thefiremind » 24 Mar 2013, 23:43
In the deck manager you should see the cards exactly as the real, paper-made cards... you don't have life points out of the duel.plant2 wrote:But for reference, in my deck manager it now shows the serra ascendant in the original form. Is this correct or has something weird happened?
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Re: DotP2013 OFFICIAL CARDS Bug Fixes (last update 23/02/201
by NEMESiS » 25 Mar 2013, 00:06
I think what he means is the difference in text between this:thefiremind wrote:In the deck manager you should see the cards exactly as the real, paper-made cards... you don't have life points out of the duel.plant2 wrote:But for reference, in my deck manager it now shows the serra ascendant in the original form. Is this correct or has something weird happened?
and this:
Stainless changed it from the original card text because players were abusing the 4 x Serra Ascendants for in two headed giant.
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Re: DotP2013 OFFICIAL CARDS Bug Fixes (last update 23/02/201
by thefiremind » 25 Mar 2013, 00:22
I totally forgot about this! I searched for other copies of Serra Ascendant inside the other users' mods I had, found one in skullblakka's mod, and it seemed all right to me... but it was still in the old form!
I explained the problem on skullblakka's topic, you can follow the instructions (and eventual updates) from here:
viewtopic.php?f=102&t=8346&p=113553#p113553
I explained the problem on skullblakka's topic, you can follow the instructions (and eventual updates) from here:
viewtopic.php?f=102&t=8346&p=113553#p113553
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Re: DotP2013 OFFICIAL CARDS Bug Fixes (last update 23/02/201
by NEMESiS » 01 Apr 2013, 13:46
Shoreline Salvager in Rogues Gallery does not draw cards properly like its ability states. Sometimes it does other times it does not.
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Re: DotP2013 OFFICIAL CARDS Bug Fixes (last update 01/04/201
by thefiremind » 01 Apr 2013, 14:37
I'm not sure if I fixed it, the code was confusionary and I couldn't understand exactly what was wrong, anyway I cleaned it up (now its purpose is crystal clear and this should mean no bugs) and added the "may" choice which was missing.NEMESiS wrote:Shoreline Salvager in Rogues Gallery does not draw cards properly like its ability states. Sometimes it does other times it does not.
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Re: DotP2013 OFFICIAL CARDS Bug Fixes (last update 01/04/201
by NEMESiS » 01 Apr 2013, 14:57
Someone also mentioned that it was previously only drawing cards if you had casted an island that turn. Either, thanks!thefiremind wrote:I'm not sure if I fixed it, the code was confusionary and I couldn't understand exactly what was wrong, anyway I cleaned it up (now its purpose is crystal clear and this should mean no bugs) and added the "may" choice which was missing.NEMESiS wrote:Shoreline Salvager in Rogues Gallery does not draw cards properly like its ability states. Sometimes it does other times it does not.
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Re: DotP2013 OFFICIAL CARDS Bug Fixes (last update 01/04/201
by Aarala » 02 Apr 2013, 12:04
I was playing Goblin Gangland deck and had Goblin Chieftain and Goblin Assault on the battlefield with a couple goblin tokens. I noticed one of the tokens was forced to attack but the other (with haste) could stay back. I should've screen captured it so I remember exactly what happened but I guess some code might be missing in Goblin Assault (like goblin tokens that etb on that turn). Normal goblin cards with haste from the chief seem to work ok.
Re: DotP2013 OFFICIAL CARDS Bug Fixes (last update 01/04/201
by thefiremind » 02 Apr 2013, 12:25
From what I can see, Goblin Assault's code is OK. I remember other bug reports about forcing creatures to attack or block (one about Taunting Elf which I think was fixed in an old update), but that's not something that can be fixed from the cards' code.Aarala wrote:I was playing Goblin Gangland deck and had Goblin Chieftain and Goblin Assault on the battlefield with a couple goblin tokens. I noticed one of the tokens was forced to attack but the other (with haste) could stay back. I should've screen captured it so I remember exactly what happened but I guess some code might be missing in Goblin Assault (like goblin tokens that etb on that turn). Normal goblin cards with haste from the chief seem to work ok.
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Re: DotP2013 OFFICIAL CARDS Bug Fixes (last update 01/04/201
by NEMESiS » 02 Apr 2013, 13:14
The AI does weird things, back in 2012 the AI could decide not to attack with Flameborn Hellion so I am not surprised the AI is still doing these shenanigans.
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Re: DotP2013 OFFICIAL CARDS Bug Fixes (last update 01/04/201
by Aarala » 02 Apr 2013, 23:56
Except it wasn't the AI it was me. I could decide not to attack with one of the tokens.NEMESiS wrote:The AI does weird things, back in 2012 the AI could decide not to attack with Flameborn Hellion so I am not surprised the AI is still doing these shenanigans.
Re: DotP2013 OFFICIAL CARDS Bug Fixes (last update 01/04/201
by NEMESiS » 25 Apr 2013, 16:32
^That's odd.
Anyways, I am not necessarily reporting a bug with a card itself but I have noticed an issue in 2012 and 2013 which I figured I should mention regardless. While playing Archenemy in 2012 there have been times when I cast an innocent blood (or was it a sacced Abyssal Gatekeeper? Sorry ) and one of the AI opponents would choose to sac 2 creatures so that one of the others didn't have to lose creature of value on the board. I have also noticed this exact behavior on 4FFA on 2013. Is multiple AI players considered just 1 player by the game???? Its not a common occurrence, it has happened very sporadically but I noticed it.
Anyways, I am not necessarily reporting a bug with a card itself but I have noticed an issue in 2012 and 2013 which I figured I should mention regardless. While playing Archenemy in 2012 there have been times when I cast an innocent blood (or was it a sacced Abyssal Gatekeeper? Sorry ) and one of the AI opponents would choose to sac 2 creatures so that one of the others didn't have to lose creature of value on the board. I have also noticed this exact behavior on 4FFA on 2013. Is multiple AI players considered just 1 player by the game???? Its not a common occurrence, it has happened very sporadically but I noticed it.
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Re: DotP2013 OFFICIAL CARDS Bug Fixes (last update 08/6/2013
by Hib » 17 Jul 2013, 11:52
I noticed that in the German version of D13, the planes Furnace Layer and Jund have error in their ability descriptions. Furnace Layer reads only "target player" instead of "target player at random" and Jund only mentions one goblin token instead of two.
I attached the fixed XMLs, so they can be included.
@thefiremind: Thank you for the amount of work you have put in the fixes.
I attached the fixed XMLs, so they can be included.
@thefiremind: Thank you for the amount of work you have put in the fixes.
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- CARDS.zip
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Re: DotP2013 OFFICIAL CARDS Bug Fixes (last update 17/7/2013
by thefiremind » 17 Jul 2013, 12:25
OK, I included your fix.
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Re: DotP2013 OFFICIAL CARDS Bug Fixes (last update 17/7/2013
by Hib » 29 Jul 2013, 08:42
I translated the queries into German and also added a fixed query for Bloodhunter Bat. (The original query in German asked for a player to gain 2 life, instead of losing 2 life)
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